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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2009 Posts: 302
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Shape Charge: Replaces Attacks; Designate an adjacent square of wall terrain to be destroyed. For the remainder of the skirmish, that square acts as difficult terrain.
ARC Trooper Demolitionist anyone?
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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I like to second the vote for handmaidens. Here's another flavor...
Amidala's Decoy (mini: ?) Republic COST: 18 HP: 60 DEF: 15 ATT: +6 DAM: 10
Special Abilities: Mobile Attack Rapport (this character costs 1 less in squads with a unique character who counts as Padme Amidala) Bodyguard Amidala's Decoy (At the end of this character's turn, any two characters in your squad with Amidala in their names may exchange positions.)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 85
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I posted a bunch of ideas on SMW but I thought of an interesting Darth Maul that I think reflects his character well.
Darth Maul HP: 160 Def: 20 Att: 12 Dam:20
Unique, Melee, Quadrouple Attack, Greater Mobile Attack, Deadly Attack, Stealth, Crowd Fighting
Force 4 Lightsaber Riposte, Dispationate Killer, Force Leap, Force Cloak
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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How about a new Jabba?
Jabba the Hutt, Gangster
Cost: 60 HP: 140 Atk: 8 Def: 15 Dmg: 20 Unique, Melee Attack, Speed 2, Strong-Willed Immediate Jabba Reserves 20: If you roll exactly 5, 10, 15, or 20 for initiative, you can add up to 20 points of non-Unique Gamorrean, Quarren, Gran, Duros, Rodian, Nikto, Twi'lek, Weequay, or Bounty Hunter characters to your squad, adjacent to this character, immediately before your first activation of the round Trap Door: Replaces Turn. Target adjacent enemy must make a save of 11 (save 6 for enemies with Flight). On a failed save, the enemy takes 50 damage and you place the enemy in either your opponent's starting area or your own starting area. On a successful save, the enemy must either move to an adjacent square (move provokes attacks of opportunity). Otherwise, the enemy takes 30 damage and your opponent places the enemy in their starting area. Paid Bounty: If a Bounty Hunter defeats a Unique character and then ends its turn adjacent to this character, remove 20 damage from the Bounty Hunter. My Kind of Scum: Replaces turn, sight. Target Fringe enemy without a force rating must roll a save. Add the enemy's cost. If the sum is less than 25 or if the roll is a natural 1, the enemy joins your squad for the rest of the skirmish.
Commander Effect: Adjacent non-unique Fringe followers gain Bodyguard. Allied Bounty Hunters may ignore enemies' cover when they are within 6 squares of that enemy.
Just some ideas thrown out there. Note that with Paid Bounty, Jabba will pay a bounty to your opponent as well if they have a Bounty Hunter that kills a unique character.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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I think we need a good Wolf Sazen.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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And a Mandalore the Indomitable on Basilisk would rule!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/24/2008 Posts: 263 Location: Akron, Ohio
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How about a Chief Chirpa mini with the following:
Affinity (C-3PO): A character named C-3PO may be in your squad regardless of faction, this does not include combination versions of C-3PO. Rapport (Non-Unique Ewoks -1): This does not include conscripted "ewoks". Ewok Conscription: All characters in your squad are considered "ewok" for the rest of the skirmish.
CE: All "ewok" followers gain Swarm +2 (ewok) and It's a Trap!
Credit to adamb0nd for the Swarm +2 idea.
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Rank: AT-RT Groups: Member
Joined: 6/8/2009 Posts: 35
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I don't know if the current set has it or not, but a Sith unit with door control of some kind would be nice.
Maybe even a force power that can blow down doors.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/8/2008 Posts: 2,220 Location: East Coast
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DARTH NIHILUS, LORD OF HUNGER (use Nihilus mini) Sith COST: 73 HP: 90 DEF: 20 ATT: +12 DAM: 20
Special Abilities: Unique Melee Attack Double Attack Stealth Spirit Armor (When this character is reduced to 0 hit points, he can spend 1 force point to gain 20 hit points. This ability can be used more than once per turn.)
Force Powers: Force 3 Drain Life 2 (Force 2; Range 6; 20 damage to one living target, save 16. Remove damage from this character equal to damage done to target.) Force Resistance (Force 2; this character gains Force Immunity until the end of the round.) Sith Rage Wound in the Force (At the beginning of each round, all living enemy characters with force points within 6 squares, unaffected by terrain, take 10 damage and lose 1 force point. Abilities that reduce damage cannot be used to prevent this damage. This character gains hit points and force points equal to the damage done and force points lost by enemy characters.)
Commander Effects: Followers with a force rating gain Drain Life 1.
"He is a wound in the Force, more presence than flesh, and in his wake life dies… sacrificing itself to his hunger." ―Visas Marr
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/23/2008 Posts: 314 Location: Abingdon, MD
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imyurhukaberry wrote:DARTH NIHILUS, LORD OF HUNGER (use Nihilus mini) Sith COST: 73 HP: 90 DEF: 20 ATT: +12 DAM: 20
Special Abilities: Unique Melee Attack Double Attack Stealth Spirit Armor (When this character is reduced to 0 hit points, he can spend 1 force point to gain 20 hit points. This ability can be used more than once per turn.)
Force Powers: Force 2 Drain Life 2 (Force 2; Range 6; 20 damage to one living target, save 16. Remove damage from this character equal to damage done to target.) Force Resistance (Force 3; this character gains Force Immunity until the end of the round.) Sith Rage Wound in the Force (At the beginning of each round, all living enemy characters with force points within 6 squares, unaffected by terrain, take 10 damage and lose 1 force point. Abilities that reduce damage cannot be used to prevent this damage. This character gains hit points and force points equal to the damage done and force points lost by enemy characters.)
Commander Effects: Followers with a force rating gain Drain Life 1.
"He is a wound in the Force, more presence than flesh, and in his wake life dies… sacrificing itself to his hunger." ―Visas Marr
I really like this Huk!!!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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a piece like this would be nice
Human Special operations soldier Faction (fringe) Cost : 27 Hp: 60 defense: 16 Attack: 11 Damage: 20 Special Abilities
Accurate shot Twin attack Stealth Cover Fire (Replaces turn; until the start if this characters next turn, this character may make an attack of opportunity against any legal target that moves into his line of sight. Characters with flight cannot ignore this special ability. )
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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I think Cover Fire is a great idea. Giving him Accurate Shot and Twin seems a bit much though. Also, "until the start of next turn" powers adds to the bookkeeping. What about this version:
Cover Fire: This character may make an attack of opportunity against any legal target that moves (including targets with Flight). If this character uses this ability, enemies may ignore this character's cover for the rest of the turn.
It's an 'always on' option so there's less bookkeeping, but restricted to legal targets. And while he gets first shot he opens himself up to return fire (since he's giving away his position with the cover fire).
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Rank: Flash Speeder Groups: Member
Joined: 8/5/2008 Posts: 41
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Just read the last several pages on this thread. Let me say that there are a lot of great ideas, inventive, fresh, and potentially very fun options to include in the game.
Makes me think of the last several sets from wotc, wish they would have been as creative as this community!
Thanks Dean starting this thread.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/20/2009 Posts: 522
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CerousMutor wrote:Force Pull (Force 4, replaces attacks: direct line of sight; target 1 enemy character can be moved to within 6 squares but not adjacent to this character; save of 11 target takes 20 damage and is not moved)
Beat me to Force Pull, but I would restrict the distance the target gets moved. Doing a board-wide square change is just too over powered. Basically, I would have it work like Push, but moving the target closer. Maybe something like this: Force Pull 2 (Force 2. Replaces Attacks. Range 6: Target enemy character takes 20 damage and is moved 2 squares closer to this character) or Force Pull 4 (Force 4. Replaces Attacks. One enemy withing line of sight take 40 damage and is moved 4 squares closer to this character.) I would also like to see these abilities/force powers: Covering Fire: When this character Combines Fire with another character, the attacking character benefits from the effects of Combined Fire for all of it's attacks during the turn. Gravity Field: All characters withing 6 squares of this character lose Flight. Motion Tracker: Enemy characters withing 6 squares of this character lose Cloaked. Force Manipulation (Force 2. Make one enemy within 6 square re-roll any die roll) [Yes, I even mean Saves, Attacks, etc. Anytime an enemy character rolls a d20] That's all I got for now. Will post when I next get a crazy idea. Sincerely, Jester007
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Ok after rereading Death troopers I have two new requests:
Jareth Sartoris (Imperial Officer from Rebel Storm No 29) Faction Imperial Cost 15 HP 50 Def 16 Atk 11 Dmg 20 SA Double Attack Bloodthirsty Avoid Defeat Immunity (this character is unaffected by poison [and rakghoul disease])
Death trooper (Any stormtrooper with a bit of red paint after haha) Faction Imperial Cost 5 HP 30 Def 12 Atk 8 Dmg 10 SA Savage Melee Attack Double Attack Ambush Blackwing Virus (same as Rakghoul disease but insert this name)
Also maybe: Blaster (+2 Atk, 10 Damage)
Also while we're requesting obscure ones:
Rianna Saren (Iktotchi Tech Specialist) Faction Rebel (fringe?) Cost 26 HP 60 Def 18 Atk 8 Dmg 20 SA Unique Rapport/Synergy for Zeeo Opportunist Mobile Attack Close Quarters Fighting Fang of Ryloth (same as Poisoned Blade)
Zeeo (ASN Assassin Droid) Faction Rebel (Fringe?) Cost 21 HP 40 Def 20 Atk 0 Dmg 0 SA Unique Rapport/Synergy for Rianna Energy Shield Override Tow Cable
Laranth Tarak (Twilek Bodyguard) *from Coruscant Nights!* Faction Republic/Rebel Cost 20 HP 70 Def 18 Atk 10 Dmg 10 SA Unique Synergy/Rapport for Jax Pavan Twin Attack
Force 2 Blaster Barrage
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Mandelmauler wrote:SA: Huge allied characters gain stable footing. cicrush13 wrote:Celeste Morne!!!! Rakghouls could use a bit of a power boost Seconded both of these. I want to take that huge idea one step further, perhaps: Heavy Duty Mechanic (human engineer) Faction: Fringe, Separatist, Cost 8 HP 10 Def 12 Atk 4 Dmg 10 SA *give her either one, two, or all of these abilities, raise cost accordingly) Engine Upgrade (Huge allied characters gain stable footing) Weapons Upgrade (Huge allied characters without the melee attack ability gain +10 damage for the rest of the skirmish, this bonus damage is multiplied for critical hits) Munn Weapons Designer (Munn Tactician) Faction Seperatist/Imperial Cost 10 HP 10 Def 12 Atk 4 Dmg 10 SA Shields upgrade (Huge characters with droid or mounted weapon gain shields 1) Armor Upgrade (Huge characters with droid or mounted weapon gain Damage reduction 10, if this character already has damage reduction 10, they gain damage reduction 20) Weapons Upgrade (Huge allied characters without the melee attack ability gain +10 damage for the rest of the skirmish, this bonus damage is multiplied for critical hits) But what about the melee huges you might ask? Nightsister Beast Tender (Nightsister) Faction Fringe Cost 20 HP 60 Def 18 Atk 11 Dmg 20 SA Melee Attack Empathy Force 3 Force Lightning Beast Control; Force 1(This characters commander effects have the range restriction removed until the end of this character's next turn. CE Large Savage characters within 6 gain Ambush Huge Savage characters within 6 get +10 damage against adjacent enemies.
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Rank: Junk Golem Groups: Member
Joined: 10/9/2009 Posts: 23 Location: Wherever the Rogues are stationed.
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sorry if this has been said or is coming out but the Sith need door control. Also a commander effect that goes something like allied jedi knights/masters gain force renewal
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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General_Grievous wrote:Mandelmauler wrote:SA: Huge allied characters gain stable footing. cicrush13 wrote:Celeste Morne!!!! Rakghouls could use a bit of a power boost Seconded both of these. I want to take that huge idea one step further, perhaps: Heavy Duty Mechanic (human engineer) Faction: Fringe, Separatist, Cost 8 HP 10 Def 12 Atk 4 Dmg 10 SA *give her either one, two, or all of these abilities, raise cost accordingly) Engine Upgrade (Huge allied characters gain stable footing) Weapons Upgrade (Huge allied characters without the melee attack ability gain +10 damage for the rest of the skirmish, this bonus damage is multiplied for critical hits) Munn Weapons Designer (Munn Tactician) Faction Seperatist/Imperial Cost 10 HP 10 Def 12 Atk 4 Dmg 10 SA Shields upgrade (Huge characters with droid or mounted weapon gain shields 1) Armor Upgrade (Huge characters with droid or mounted weapon gain Damage reduction 10, if this character already has damage reduction 10, they gain damage reduction 20) Weapons Upgrade (Huge allied characters without the melee attack ability gain +10 damage for the rest of the skirmish, this bonus damage is multiplied for critical hits) But what about the melee huges you might ask? Nightsister Beast Tender (Nightsister) Faction Fringe Cost 20 HP 60 Def 18 Atk 11 Dmg 20 SA Melee Attack Empathy Force 3 Force Lightning Beast Control; Force 1(This characters commander effects have the range restriction removed until the end of this character's next turn. CE Large Savage characters within 6 gain Ambush Huge Savage characters within 6 get +10 damage against adjacent enemies. i like these ideas, but i see one problem with the nightsister. WIth the Nightsister having empathy the commander effect will be lost, because of empathy removes savage.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/9/2010 Posts: 658 Location: West Bend, Wisconsin
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okay
Maybe some more ranged stuff for the Vong.
A way for the republic to get more acts in a more effective way than the other factions
A way for the Sith to become more competitive
More effective swap stuff for Imperial swap squads
Tempo control and/or more speed for the OR
Possibly death shot stuff for mandos
A trick or 2 on Yobuck swap squads
Possibly more effecive mobile for Seps
More cost effectiveness for the NR
ehhh and something else that's good for the meta.
Now for the casual stuff
Gungan stuff, like Boss Nass
Seeing the Muur Talisman for Celeste Monroe would be nice
A new luke with dark temptation or something
A vader with internal strife or anything similar
A palpatine able to turn others with a force rating to his squad
A Kazdan that is actually pretty good
Another Asajj Ventress
Some more ehh...bounty hunter/criminal stuff, like Chop'aa notimo or Kleef
That's all I got for now
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2008 Posts: 942
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Head-Hunter (This character gains accurate shot and +4 attack against enemies who have command effect(s).
Or Head-Hunter (This character gains +4 attack and 10 damage against any enemies who have command effects.)
Spy/infiltrator, Allies within 6 squares gain Head-Hunter +2 (+2 attack and 10 damage against enemies with command effect)
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